GENERAL- FIXED MA WOL incredibly messy upgrade system for merc/rine/hero/elite.
- Standardized Number of Upgrades MAX: 30 DMG, 25 HP, 20 ARMOR
Elite Heal Bug:- It existed on other units besides elites with blanket behaviors too (marines). Besides occuring at 10 min income times, the bug would also be triggered by
ANY player buying certain upgrades (such as any health upgrade, dessie 3x trainings etc) and would heal% hp to
your unit. This was most noticable on elites because the heal % was 25% with uws/dwf.
- Unfortunately does not seem fixable.
- So removed instances of +HP % behaviors, and reworked what was done (UWS/DWF elite hp, and marine HP minor)
Savior: (COMPLETE REVAMP)
- Range increased drastically
- Duration nearly doubled
- Move speed reduced drastically
- Weapon now fires while moving
- Automatic targeting improved
RESULT: More difficult to escape, much more consistent, and no longer need to micro it.
Various Units:- hp ups/levels will no longer decrease the energy drain rate of using cloak
MARINES:(Old HP minor had to be removed because it was also affected by the heal bug).
Minors:STOPPING POWER (Dmg Minor):(this is unchanged)- +0.5 dmg
- +10% dmg
- +10% stimmed attack rate
COMBAT SHIELDS:- +15 hp
- +2 armor
- +15% armor scaling
- +10% stimmed attack rate
STIM ADDICT:- -10 stim life drain cost
- +50% stim duration
- +10% stimmed attack rate[/quote]
ELITES:General:- Elites share ups equally from merc/rine/hero. (at 75% of old rate)
- Auto Turret Upgrades (this includes CC turrets) moved to elite (from pure merc)
- Increased passive healing
- Standardized elite hp scaling
- Elites Available at CC
- UWS/DWF only at shop in mid
- Tal only available at CC
UWS:- Available at 6:30 (from 10:00)
- Removed HP % Scaling
- Give 3 hp ups worth
- Increase Passive HP Regen
DWF:- Removed HP % Scaling
- Give 5 hp ups worth
- Increase Passive HP Regen
BattleCruiser:- Base dmg to 24 (from 23)
- Auto attack rate to 0.3 (from 0.14)
- Auto attack range reduced to 5.5 (from 7.5)
- HP base to 2500 (from 1000)
- Armor base to 2 (from 4)
- Armor per up reduced to 0.75 equivalent
- Dmg per up heavily reduced.
Yamato:- Yamato dmg per up reduced to same scaling as seeker.
- Yamato base to 300 (from 400)
- Yamato splash fractions increased so splash remains same
- Yamato cast range reduced by 2
Corruptor:- Base dmg to 50 (from 46?)
- Scaling reduced a little
DW:- Energy max to 100 (from 75)
(HP ups no longer increase cloaking time, but they still increase the energy regen when not cloaked).Ghost:- Auto Damage to 100 (from 65)
- Bonus factor vs heroic removed
- ROF to 1.3 (from 0.6)
EMP:- Costs 25 energy (from 0)
- Charges regen 20 sec (from 30)
- Emp Radius to 1.75 (from 1.5)
MediBabe:Hp to 700 (from 400)
MiniMomma:-Base dmg to 15 (from 12)
-Scaling per up reduced.
Raven:- HP to 550 (from 450)
(Because it now is committed to being vulnerable while casting hsm)- energy regen increased by 12.5%
(use pdd to cover raven casting if your worried)PDD:- Energy to 40
- PDD shots drain 1 energy (from 10 - 20... (it had a lot of redundant -energy effects on it)
- HP ups add 1 energy to pdd drone
- UWS/DWF increase PDD interception range
(emp/fb etc can now effectively deny the pdd drone) (pdd also shouldn't be a waste early, but at same time scaling slowed).HSM:- Base cast range to 8 (from 7.75)
- Cast range increase from UWS/DWF to 0.75 (from 0.5)
A little more range scaling so so they are a bit safer while winding up to cast HSM later in game.- Cast time of 0.75 sec (from 0)
(You now can actually have a short window to emp/fb etc deny a raven casting hsm)- final acceleration phase slowed a little
- Splash 100% radius to 0.7 (from 0.65)
So because raven HSM now has more reliable counters (emp etc) and is slower traveling it is now also a bit more rewarding to land- Splash 50% radius to 1.15 (from 1)
[I do realize this nerfs a counter to air and that air can get very strong. However, ravens do need counter play available. Air vs ground issues are separate from raven, and will eventually be dealt with]Reaper:- Limit to 3
- Vs Heroic bonus factor decreased to 0.5 (from 1.0). (3 reaps is still a bit stronger than previous 2 vs heroic).
Flashbang -CD increased to 45 sec (from ~25)
Sentry:ForceField:- FF range reduced to 8 (from 9)
- FF range increased by UWS/DWF
(it was out-ranging emp of ghost/mando. And sentry FF's range wasn't previously reduced when all other elite abilities got range base reductions when UWS/DWF were added. Don't worry, sentry FF still out ranges reapers by 1 etc)Siege Tank:- Siege base dmg to 48 (from 55)
- scaling buffed.
- removed debuff vs structure
- increase siege/unsiege time slightly
- decreased movespeed slightly
Vulture:- Reduced mine aoe dmg profile radius.
HERO:- most passive hp regens buffed (commando, odin etc), NOT on ULTS (ex queen, spec)...
Commando:- increased base energy regen
- removed cost reduction of snipe/level.
EMP:- Base energy drain to 75 (from 60)
- Range per level to 0.25 (from 0.4) (on 8.5 base)
- Charge Regen to 20 sec (from 30) (-1 per level, from -3)
(it still outranges the others energy deny mechanisms.. just doesn't end up with 11+ range emp's anymore).HK:- Base dmg to 21 (from 25)
- Dmg / hero level to 3 (from 2)
Infestor:- (burrowed) hp regen nerfed 50%
- (unburrowed) hp regen buffed 50%, energy regen nerfed
(No longer gets same energy regen unburrowed when it is healing faster).Leech:- Leech base range to 8.5 (from 9)
- Leech range per level to +0.2 (ends at longer range).
- Leech cost 25 (from 5) (+5 per hero level)
- Leech base Max energy drain amount to 75 (from 60), scaling tweaked a bit.
- Leech returns 53% of energy drained from target to the infestor
- Leveling infestor increases leech % return (max lvl is 100% leech return).
(Leech is an energy denier like FB, but you get to gain from the energy. But don't mindlessly leech, you want to choose targets with high stored energy pools if you want to gain energy, otherwise you will be losing energy to deny them their small amount of energy)Tassadar:FeedBack:- FB cost per lvl to +5 (from 0)
- FB base range to 8.25 (from 6)
- FB range per level to +0.2 (from 0.25)
- Base energy drain amount to 75 (from 30)
- Energy drain per level increases by 25%
- Base FB does 1 dmg per energy on target (from just flat 75 + 20/level or w/e)
(Feedback Damage is now proportional to the energy on the target unit at time of cast)- FB dmg per energy on target increased by 0.2 per hero level
(FB was a joke early... now if you have a lot of energy pooled FB is gonna hurt more.. if you don't have much energy then it wont so much.... You don't wanna get next to a teched tass when you have high energy)ForceField:- FF Base range reduced to 7.6 (from 8.5)
- Gains it back through levels
(So tass FF is defensive early and not out ranging mando's attack).Queen & Specter:- Armor per up to 1 (from 1.5)
They should NOT have the same armor scaling as a DA or better than HB.
MERCENARY:T3 + Bruta:- movespeed reduced (especially goli which were as fast as scouts
).
So.. a-move.... slower.
Marauders:- HP: 170 (from 140)
- Bounty: 6 (from 5)
- Spawn slowed to reflect new value.
Sharps:- DMG: 11 (from 9.5)
- Attack rate to 0.6(from 0.521)
(similar dps, less armor capping)- HP/UP to 15 (from 18)
(they were getting way way more per up relative to spawn rate and base hp (135) than anything else. EX stalker/hydra have much more base hp and bounty and slower spawn but get 18 as well).ZLots:- HP: 110 (from 100)
- DMG: 11.5 (from 11)
- Shield per up to 6 (from 4)
(opposite of sharps, zlots were getting low hp/up compared to their health/spawn rate)Zergling:- HP: 140 (from 105)
- Armor: 1 (from 2)
- DMG: 9.5 (from 7)
- Bounty: 3 (from 2)
- Spawn slowed to reflect new value.
(should be more viable to tech on their own now).